Yangli Liu - Academia.edu (original) (raw)

Papers by Yangli Liu

Research paper thumbnail of IKKUMA: An Artistic VR Storytelling Experience

Research paper thumbnail of Supplemental files for "Finding the message

Research paper thumbnail of Finding the message : exploring the new conventions of VR experience

Since 2014, a new wave of Virtual Reality (VR) development has been on the rise, calling for more... more Since 2014, a new wave of Virtual Reality (VR) development has been on the rise, calling for more artists to utilize this new technology in creating art works. However, there is still room for improvement in both the technology itself and its application in art creations. Firstly, the lack of clear definitions in VR results in many problems. Usually, the term 'VR creators' is used to address all of VR game producers, 360 filmmakers, and VR experience designers. This prevents the 'creators' from clearly defining the realm of their roles, thus the communication between them becomes less efficient. This inefficiency in turn prohibits the establishment of design patterns, forcing artists to acquire technical skills. This, in most cases, intensifies the difficulty of transdisciplinary collaborations, which are usually seen in big-budget projects promoted by big companies or famous studios. Due to the hybrid nature of this new medium, the outcome of the artwork is hard to predict. Participants' experiences can vary widely based on their decoding performance. What is more, there is a big chance that the work will not receive credit as artworks but will be criticized as frivolous toys. This paper builds on my experience of creating a thesis project, Captive Memoirs, in which I explore the multiple dimensions of designing an VR experience. Starting from the theoretical study and analysis of various artworks, I attempt to define, for further reference, the design elements that a VR experience is composed of. Through the presentation of this thesis, an operational system is established that investigates the design conventions of VR experience. This work also examines the relationship between the audience and the interactive art installation to investigate why the audiences' interaction is the key to VR experience. Above all, rethinking the creative practice of VR based artworks reveals the inspiration for new art forms and creates the opportunity to question the new standards of art.

Research paper thumbnail of IKKUMA: An Artistic VR Storytelling Experience

Research paper thumbnail of Supplemental files for "Finding the message

Research paper thumbnail of Finding the message : exploring the new conventions of VR experience

Since 2014, a new wave of Virtual Reality (VR) development has been on the rise, calling for more... more Since 2014, a new wave of Virtual Reality (VR) development has been on the rise, calling for more artists to utilize this new technology in creating art works. However, there is still room for improvement in both the technology itself and its application in art creations. Firstly, the lack of clear definitions in VR results in many problems. Usually, the term 'VR creators' is used to address all of VR game producers, 360 filmmakers, and VR experience designers. This prevents the 'creators' from clearly defining the realm of their roles, thus the communication between them becomes less efficient. This inefficiency in turn prohibits the establishment of design patterns, forcing artists to acquire technical skills. This, in most cases, intensifies the difficulty of transdisciplinary collaborations, which are usually seen in big-budget projects promoted by big companies or famous studios. Due to the hybrid nature of this new medium, the outcome of the artwork is hard to predict. Participants' experiences can vary widely based on their decoding performance. What is more, there is a big chance that the work will not receive credit as artworks but will be criticized as frivolous toys. This paper builds on my experience of creating a thesis project, Captive Memoirs, in which I explore the multiple dimensions of designing an VR experience. Starting from the theoretical study and analysis of various artworks, I attempt to define, for further reference, the design elements that a VR experience is composed of. Through the presentation of this thesis, an operational system is established that investigates the design conventions of VR experience. This work also examines the relationship between the audience and the interactive art installation to investigate why the audiences' interaction is the key to VR experience. Above all, rethinking the creative practice of VR based artworks reveals the inspiration for new art forms and creates the opportunity to question the new standards of art.